I’ve been closely studying dialogue and cinematography in video games lately. Try to detach the dialogue system from the dialogue. What’s the best? Was it technically multiple systems or just one?

  • blip@beehaw.org
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    11 months ago

    I really loved the system used in Firewatch. It was similar to the Telltale system where you have a set of dialogue options, a limited time to respond, and silence is a valid option, but the game didn’t “pause” to let you choose. You could continue walking around and explore your surroundings during these conversations, which is very nice in a game about walking around in the woods. It also took into account context from earlier conversations to make later ones feel more specific and personal.

    The developers gave a great talk about the dialogue system in GDC17: https://youtu.be/wj-2vbiyHnI